Rageblade, Bork, and onhits in general.
Lets have a little chat about the state of
.
These items are loaded with issues partially due to how they work or what they do.
Lets go over the issues with these items one at a time, note that some of these issues are much bigger than others (
) so some will receive more time than others.
Rageblade
Ah yes, good old rageblade, an item that i was quite familiar with as a jax main. Anymore it is estranged to my champion but nevertheless i will still speak of what its issues are and how they could possibly be remedied. Rageblade originally was an item similar to a runaans hurricane type of item, good in tandem with other things as it was an increase to all damage stats as well as sustain but not enough on its own to matter. It still has this effect to it, but it simply costs too much to function as an item like that. Imagine if you will, where the crit items (these specifically
) give 35% more aspeed but cost 1000 more, overall it would be a nerf to those who rely on crit as it pushes out the late game of the champs that buy it greatly for a little more attack speed that they dont really need more of at that point. In a similar fashion rageblade is such an expensive item, that instead of it being a complimentary item to a bork or nashors, they are complimentary items to it. On hit damage over the years was typically cheap to get your hands on, but came with an extra effect or dealt its damage in a certain way, feral flare healed you, wits end steals mr, bork deals current health damage, bloodrazer deals max health damage, titanic scales with your health, nashors scales with your ap. All of these things made them viable options for champs that try to get damage from elsewhere or want faster attacks because of something in their kit. Anymore however, on hits are specifically only used on champs that cannot utilize crit well (
) or have something in their kit that FORCES them to have good aspeed (
). This is simply because, phantom hit, yes that is where i was going with the rageblade part of this, phantom hit forces other items that go with it to be more expensive because it increases their effectiveness by 50% thus turning bloodrazer from 4% to 6% averaged out, so by increasing the gold efficiency of other items, it in and of itself becomes an item that scales in usefulness with others, meaning it can't be that item that supports others cheaply, because instead it runs the show. Which is really bad because only 2 on hit items are less than 3k and 1 of those is a jungle item and the other is a niche item.
Bork
Bork, another item that is estranged to my Jax anymore viably, another item with large scale issues that need to be fixed. Blade of the ruined King has simply put, always been an item that is incredibly good on a select few champs or good with a few items (coughARMORPENcough) but is still tied to being able to auto attack your enemy alot, its price is high and it is probably the best onhit item for the ad side of those who use them (titanic being the only other) an item that benefits heavily from phantom hit as it allows you to melt through the first part of their healthbar incredibly fast and then phantom hit it the rest of the way down once rageblade is stacked. Giving Aspeed Ad and lifesteal it is the yin to Nashor's Tooth's yang when it comes to on hit effects. Its issue right now stems from the fact that it lets you get through tanks quickly due to its passive and squishies quickly due to it having 40 ad and an 100 damage active. The remedy to this, why it is simple, give it back to the attack speed users, simply put while champs like lucian who didn't care about the attack speed but could still get this item were benefactors from this, Jax, Irelia, Xin Zhao and others who needed the aspeed from it to justify its purchase or just needed it to survive at all (
) were not.
Wits end Wits end, an interesting item and probably the one with the least issues attached to it, it requires nearly no changing to it, though it may not be bought regularly it has champions that make good use out of it as a situational, and that is all really has ever been; the attack speed users answer to magic damage or magic tanks.
Bloodrazer This item struggles from the fact that simply put, it only gives attack speed and an onhit. It is cheap to get your hands on but compared to the other jungle items it is just an item that doesn't measure up and you really only buy it if your champion has no better choice. I mean seriously, some champs are better off building a tiamat and going triforce for attack speed than they are building this item. Why? Well simply put, the jungle needs aoe to clear it anymore, and burst is better for ganks. "oh but riot made the new jungle for all types of clears" yeah they tried to, ended up putting most of the xp and gold on red side in the process, and what do you need to clear red side jungle? AOE! So simply put, why would i build this and delay my other, bigger spikes, by 2.5k for this item unless i have none? What this item needs is a special effect on monsters so it can aoe clear meaning tiamat doesn't have to be bought if you are a basic attacker without aoe.
Titanic Hydra
Titanic Hydra, the new Atma's (tbh fills a different role) Now this is an item that as a Jax main i know very well as it is my core post triforce. It really has an issue with its on hit making onhit bruisers be a lot tankier without sacrificing damage. But at the same time it isn't really an overbearing item in and of itsself, rather when it gets used in tandem with triforce does it become a ridiculous item, because them between 2 items you just added 500 in burst while still getting 40% aspeed, 60 ad, and 650 health, and an onhit for getting more health, AND THEN IT GETS REALLY JANKY WHEN YOU THROW IN STERAKS AND FROZEN MALLET. It is an item that gives alot of power and that power scales with other items, like a rageblade, but not really used in tandem with it because it synergizes better with triforce, and if you went tri-tanic rageblade you are looking at 11k for 3 items. It is an item that needs to exist, not because of tanky ad needing more damage, but because they need ways get tankier while maintaining damage. Overall thoughts on it, good item, works well with others, kinda like an Infinity Edge for bruisers.
Overall on hit effects suffer from phantom hit being in the game, as it raises their gold efficiency thus making them stronger items than they really are, which causes them to be put in weaker states lowering their early game prowess and late game prowess alike. I suggest removal of phantom hit, and a lower rageblade price to 3100, give it 30 ad 40 ap 25% aspeed but instead it gets 10 stacks total giving 4 ap per stack, 3 ad per stack and 4% aspeed per stack, melee champs stacking twice per auto, and each stack applies an onhit that deals 2+2%ad+1% ap, thus allowing it to scale with other on hit effect items and be used in tandem with them as well as being used with just flat ad or ap.